Artificers: Question to Playtesters


Alpha Release 2 General Discussion


Eberron's artificer is one of my new favorite arcane variants that have come out recently, but since I haven't had any play-test time of my own I would like to know if anyone has tried to play one with the Alpha2 rules.

Has anyone found a way of making the class work with the PFRPG crafting rules? I've thought about it a little but I don't actually know how anything would work out.

Thanks guys.


Likewise extremely interested.

Call 'em magesmiths if it makes you feel better!


ok changes I would make.

HD d8 . it matches pathfinders HD=BAB thing
Craft Reserve: points shown x5. This is now used to offset the gold cost but can never replace more then 90% of cost. lets say at level 1 ya have 100 points. that means ya and ya wanted to make a scroll say 1st level cost is 25 gp you could use your craft reserve to off set up to 90% of that cost that would be up to 22 gp 5 sp max for the scroll leaving you with 77.5 in your reserve and making the cost of the scroll 2.5 gp.

other then that I would make no changes


I'm not talking about incorporating them into the system, or Paizo reinventing them or anything. I'm fine with them flavor-wise/name as they are in Eberron.

I'm just wondering about mechanical compatibility. It just seems like they are more problematic than any other class on sheer mechanical issues.

I can think of what I "could do" to them on my own; that's why I'm asking people with time to play-test for feedback.


james man dont change HD if ya dont want but the craft reserve would change as i showed it. If a spell or such had an xp cost its now costx5 in gp. So the craft reserve would change, HD would match BAB and mechanical compatible it is.


seekerofshadowlight wrote:
james man dont change HD if ya dont want but the craft reserve would change as i showed it. If a spell or such had an xp cost its now costx5 in gp. So the craft reserve would change, HD would match BAB and mechanical compatible it is.

Wasn't trying to bite. Sorry. :-) I think your ideas are good and that's probably what you would have to do to make it mesh with PRPG.

I didn't want this to turn into another class-mod thread. I've gotten tired of writing them and reading them this week.

If you have time to play-test this week, try your ideas out for me if you can. I'd really appreciate it.


I like artificers, but I like WoW:tRPG Tinkers better ;)


wasn't being snarky man it may have came of that way sorry. Just not sure what your asking then. Its not really a mod its they way it would work pathfinder does not use xp cost. If a spell or a class skill used xp cost then the new cost is xp cost x 5= cost of stuff ya need in gp. so the craft reserve would work just as it does now but it would be 5 times larger per level.


Personally, if you wish to put the artificer in your campaign, I would just get rid of the craft reserve and and retain essence. I think the 14 additional feats you get with the class is powerful enough without needing to turn the craft reserve into money.

Just as an aside: I don't allow people to play that class in normal campaigns because as written it is more powerful (significantly so) vs most of the core classes.


James Griffin 877 wrote:

I'm not talking about incorporating them into the system, or Paizo reinventing them or anything. I'm fine with them flavor-wise/name as they are in Eberron.

I'm just wondering about mechanical compatibility. It just seems like they are more problematic than any other class on sheer mechanical issues.

I can think of what I "could do" to them on my own; that's why I'm asking people with time to play-test for feedback.

Gosh, I know you didn't mean to bite, but ya did.

I guess when I said you could "call 'em magesmiths if you want" I just meant it as an offhand comment directed to anybody.. I didn't mean you personally had to or should.

I was just excited, because I like the artificer concept, but I don't know where to begin debugging it. The prospect that you were starting a discussion that might help with that was really cool. I wasn't trying to tell you how to run your games.

Though, for myself I would adapt them to a magesmith concept. It's not unreasonable that everybody could profit from a brainstorm in a different way.


seekerofshadowlight wrote:

ok changes I would make.

HD d8 . it matches pathfinders HD=BAB thing
Craft Reserve: points shown x5. This is now used to offset the gold cost but can never replace more then 90% of cost. lets say at level 1 ya have 100 points. that means ya and ya wanted to make a scroll say 1st level cost is 25 gp you could use your craft reserve to off set up to 90% of that cost that would be up to 22 gp 5 sp max for the scroll leaving you with 77.5 in your reserve and making the cost of the scroll 2.5 gp.

other then that I would make no changes

Thanks for your ideas!

One common complaint I hear about the artificer is that they allow a PC to make disproportionately powerful items to the PCs level. Is that, or has that been your experience? Is there any way that you would curb that?

Edit: One source of that complaint on disproportionately powerful items was James Jacobs!


My Ebberon/Pathfinder Playtest isn't scheduled until August. But the plan is to leave the class unchanged save the Retain Essence and Craft Reserve abilities which will be dropped.

Dark Archive

I have already adapted them as magesmiths for my campaign. The premise is that they were the first dwarven mages to appear when Moradin returned magic to Dwarves. So far, the only race that can be a magesmith are Dwarves, and from only one city-state, but there are some student exchange programs with other races. I did this because my previous campaign was heavily Dwarf-centric, and magesmiths were - for me - an ideal way to introduce the magic to the Dwarves. Of course, I should mention that my previous campaign ended some eight months ago, and it was played using the Skills&Powers rules, so I needed some kind of a link with 3.5 rules.


Watcher wrote:


Thanks for your ideas!

One common complaint I hear about the artificer is that they allow a PC to make disproportionately powerful items to the PCs level. Is that, or has that been your experience? Is there any way that you would curb that?

Edit: One source of that complaint on disproportionately powerful items was James Jacobs!

I suppose the artificer ability to add +2 to their caster level to meet prerequisites for Item creation could be dropped too. Never was a problem in my campaign. Then again, most folks in my group are not power gamers (unlike me) so I'm not surprised if our artie was under utilized.


(taking notes)
Keep it coming guys...


Watcher wrote:

Likewise extremely interested.

Call 'em magesmiths if it makes you feel better!

Or Alchemists. Of the Full Metal variety.

*DUCKS*


How I limit them in my games simple to know how to make an item its a spellcraft check DC15+ CL of the item +2 per spell required after the first

Amulet of Health DC 23
Amulet of Natural Armor DC 20
Belt of Giant Strength DC 25
3rd level wand DC18

works petty well. ya could also limit them to 2 + there int mod of each type know per level

say level 3 int 15 thats 12 items they know how to make of 3 diff types of items


put me down as another person who simply loves the Artificer class. Running one currently and its fun playing the DnD equivalent of MacGyver, heh. At the moment, im slowly incorporating PFRPG into my ongoing campaign as it comes out and one of my players has been playing as an Artificer. He was real happy about getting the bump in HD. The only real changes i made were to drop the Reserve Points and the Retain Essence ability, though i modified it so that he could still "destroy" magic items after spending 24 hours with them, if he has prerequisite crafting feats. Also, unless you use action points in your game the Artificer is at a bit of disadvantage given that most of his Infusions take at least minute to cast on any items he has. Ive included a 1/day rapid infusion ability in place of action points since i dont have them in my current campaign. Hope my longwinded rambling helps.

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